Multi-core Programming on Playstation 4

At first, I found such a concept as "Multi-Core Programming on Playstation 4" to be a slightly unapproachable concept, but then I eventually mastered the concept.

What I did for Playstation 4, was implement the following CPU architecture:

Optimized Multi-Core CPU:

8 x86 Jaguar AMD cores

A local memory amounting to 512 Kbytes of SRAM, for each core

A shared, 4 MB L2 SRAM cache for all 8 cores

32 Kbytes of L1 data cache per core

128 KBytes of the L2 SRAM is reserved for use as a shared global local memory

32 MB of on-chip EDRAM local memory - connected to the SRAM cache

At least a 50 GB/s bus to the main memory bus

I also designed a multi-core optimization software, with the following characteristics:

Multi-Core Optimization Software:

-Runs alongside The Game/program

-Creates a tree of methods/kernels/threads, and accesses to all the methods and variables

-Methods with little other dependencies, as high on the list as possible, is divided to the several processors

-Local global memory is automatically used for synchronization purposes, and for storing often-used global variables

Thus the art of Multi-Core Programming and optimization was fully mastered by me. The 32 MB of local memory serve to off-load work from the main memory - which is being used for the GPU. The local memory for each CPU, allows for each CPU to work on its own data set, apart from main memory. The Software optimizer allows for each use of all 8 cores. Perfect.

The 2.0 ghz, 8 core AMD processor can theoretically process enormous quantities of data - millions of in-game players, or realistic physics simulations with fully destructable environments. In fact, sources tell me, both have already been implemented, and will be released for Playstation 4 at or near launch.

Re: Multi-core Programming on Playstation 4

At first, I found such a concept as "Multi-Core Programming on Playstation 4" to be a slightly unapproachable concept, but then I eventually mastered the concept.

What I did for Playstation 4, was implement the following CPU architecture:

Optimized Multi-Core CPU:

8 x86 Jaguar AMD cores

A local memory amounting to 512 Kbytes of SRAM, for each core

A shared, 4 MB L2 SRAM cache for all 8 cores

32 Kbytes of L1 data cache per core

128 KBytes of the L2 SRAM is reserved for use as a shared global local memory

32 MB of on-chip EDRAM local memory - connected to the SRAM cache

At least a 50 GB/s bus to the main memory bus

I also designed a multi-core optimization software, with the following characteristics:

Multi-Core Optimization Software:

-Runs alongside The Game/program

-Creates a tree of methods/kernels/threads, and accesses to all the methods and variables

-Methods with little other dependencies, as high on the list as possible, is divided to the several processors

-Local global memory is automatically used for synchronization purposes, and for storing often-used global variables

Thus the art of Multi-Core Programming and optimization was fully mastered by me. The 32 MB of local memory serve to off-load work from the main memory - which is being used for the GPU. The local memory for each CPU, allows for each CPU to work on its own data set, apart from main memory. The Software optimizer allows for each use of all 8 cores. Perfect.

The 2.0 ghz, 8 core AMD processor can theoretically process enormous quantities of data - millions of in-game players, or realistic physics simulations with fully destructable environments. In fact, sources tell me, both have already been implemented, and will be released for Playstation 4 at or near launch.

Re: Multi-core Programming on Playstation 4

Nope, have no proof. Wait - "if it was copy n' paste"? Don't you mean, "so we don't think you made it up?" If I copy and pasted it from somewhere else, it might be real. Unless you're referring to my high verbal capacity.